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  • New Vegas Grenade Launcher
    카테고리 없음 2020. 1. 24. 02:21
    New Vegas Grenade Launcher

    The automatic grenade launcher, sometimes referred to as a grenade machinegun, is a belt-fed, blowback-operated, air-cooled automatic weapon designed to lay down a heavy volume of explosive ordnance and support infantry and vehicle operations. Proper Grenade Rifle/launcher sights - posted in New Vegas Mod Requests: Ever notice how the Grenade launching weapons dont use the sights correctly? The shell arcs,so using the sights like you would on a rifle would make your shots fall well short. So,why not fix the grenade launchers sights by properly adjusting the sight picture through the gate.

    . Quick Links. Fixes / Guides. Modding. Fallout Network.All Posts must be directly related to Fallout.Use and abuse spoiler tags.

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    Vegas

    Posts with clickbait, extremely vague, or misleading titles will be removed.No dissemination of rumors / leaks without actual evidence.Posts promoting or facilitating piracy in any way will be removed. Piracy is a permanent ban, no warnings.All posts and comments in end, come down to moderator discretion.WRITE THIS War. War never changes(/spoiler)SEE THIS- The lore of the Fallout series- Classic Fallout Games- Fallout 3 community- Fallout: New Vegas community- Fallout 4 community- Fallout 76 community- Fallout modding community- Fallout Shelter community- Fallout Fan Art- Fallout 'Humor'- Journal-like fan fiction.- A subreddit for the Wasteland games.- Fallout-related cosplay- Fallout-sounding music. So the only build I've never been able to get through in FO3 or FNV is a character that mainly uses explosives.

    I find that I'm always out of explosives, and after a while I get tired of chucking grenades/TNT but I either don't yet have any of the explosives guns or I can't find/afford any ammo for them, and I can never find other guns to repair the ones I find.Has anyone done a build like this? How did you get past the early parts of the game? Also if you could post your SPECIAL as well that'd be awesome:)I have all of the DLC including GRA so I have access to all the related perks:)edit: I was thinking about using the Two-Step Goodbye as a back up weapon since it uses explosives and would fit well with the theme, and give me something to use as back up in Dead Money by using unarmed.

    Basically explosives was never meant to be a main damage skill like Guns/Energy Weapons/Unarmed/Meele Weapons. The problems you ran into like always running out of explosives and finding the higher tier explosive guns difficult to acquire will always be there.My advice would be to try and avoid combat early on. Get most of your levels through non-combat quests which largely rely on skill checks. Your bread and butter weapon will be a grenade rifle of some kind.

    I think there is one in Nipton otherwise get one and some ammo from the Gun Runners. You can camp around Gun Runners and wait until they restock a few times to load up on grenades for ammo. Once you have a good reliable weapon and some levels/caps the game should be simple. In terms of special the important stuff is 6 Strength to be able to use Missile Launchers, use ED-E so you don't need a high perception, Get 9 Intelligence as early on you will be solving quests with skills, 1 Charisma and then get End/Agi/Luck as your playstyle suits.

    Well here's the SPECIAL I think I am going to use:. 5 Strength - With OWB's Reinforced Spine perk, an implant and Weapon Handling, I'll be able to use any weapon in the game. 3 Perception - Dumped extra points here for the Explosives bonus. 9 Endurance - Lots of HP and I can get all the implants I want. 9 Charisma - So my followers can easily finish off whatever my explosives didn't. 4 Int - 4 for Educated. Since I have all the DLC I am fine with having a low INT since I can easily max out my skills early on.

    I also don't mind picking up each skill book. 9 Agility - I hate reload times, especially with explosive weapons, so high Agility is a must. 1 Luck - Completely useless to my buildI want to have a back up weapons skill with 50-75 points in it early on.

    I think I'm going to go with Guns but I'm not sure. That's why I don't play with Boone usually;) I prefer the other characters, Raul especially. His perk is probably my favorite in the game. He's close range so I can run in, blow everyone up and leave him with something to do!I think what I'm going to do is try to get ED-E as soon as I reach Primm if I can, and then have him help me through the majority of the early game since I will only have TNT and pistols.

    I'm okay with it really, it won't take long until my character becomes unstoppable so it'll be nice to feel. Vulnerable for a while, haha.Moving on to traits now. Any suggestions? I think I will do Wild Wasteland for the first time for those awesome grenades:). When I did my explosives playthrough, dynamite became obsolete extremely quickly. In my opinion, the best bet is to stock up on 40MM grenades, then acquire a grenade launcher from a bandit on the way to the Strip.

    Start the Boomers quest straight away, as you'll need them for the future anyway, but you'll get access to their explosives armoury. You can also gain the unique grenade launcher Thump-Thump down in the generator doing the ants quest.If you want comeplete easy mode after that, buy the 25MM anti personal grenade launcher and mod it completely. The game became extremely easy after that. I just went into the Caeser's tent, popped some turbo and absolutely layed waste to Caesar and his guards.Also, I'd recommend that you lay some points into sneak and light weight armour. The sneak attack bonus coupled with explosives can decimate most enemies, and, more importantly, make you feel awesome.

    Sneak also assists in laying traps with mines.So yeah, melee weapons are a good secondary, but are only really important for the first stages of the game, when explosives are fairly rare and the Dead Money DLC.Sink most points into Luck for caps at the casino + critical bonus chance, and take out a few from charisma and load them into other SPECIAL attributes. Thanks for the tips:)Yeah I'm already starting to hate dynamite, it seems impossible for me to get it to actually land where I want it to:( Maybe I just have bad aim or something.I know about Thump-Thump and I'll try to get it as soon as I can:)Also, I'd recommend that you lay some points into sneak and light weight armour. The sneak attack bonus coupled with explosives can decimate most enemies, and, more importantly, make you feel awesome. Sneak also assists in laying traps with mines.I think explosives don't really benefit from critical hits at all, I might be wrong though.

    Grenade Types

    I am really liking how well sneaking works with thrown and placed weapons though, I just cleared out the Bison Steve and they had no idea what hit them, hehe.So yeah, melee weapons are a good secondary, but are only really important for the first stages of the game, when explosives are fairly rare and the Dead Money DLC.I actually really really hate melee weapons, I just don't like how melee works in Fallout:( I am going with guns as a secondary. Explosives was always made with a Unarmed or Melee Weapon Build. But only explosives. In Fallout 3 this should be super hard, but in NV I don't think that much. You see, in the early game you have acess to a faction that's all explosives: The Powder Gangers. With their aid, you can get tons of dynamite to start good. Then, I would hunt a missile launcher in the wastes, or get all the mines.

    Of course this'd be super-modafucking hard to kill Cazadores or Viper/Jackal Members ( In the early game ) so I'd search for a companion too.When the caracter reach arround Level 30, I'd recomend to start hunting the Fatman to get other great achviments ( Like killing the Legendary Deathclaw to get Mercy ).About the SPECIAL, I'd do everything in '5' and PER in 10.Good Luck!. Other notes:If you got the steam ultimate edition, it came with all the pre order packs including one with a grenade rifle. So right off the bat you have a launcher. With explosives skill, off the bat, you can get dynamite from the guy in good springs to deal with the gangers. Then just pillage the gangers. Use crafting to produce explosives.I'd also take bartering to ensure you have tons of money for grenade ammo.

    Eventually you'll get to the boomers and their arsenal.I think it will take a little more thought than other combat builds but it should be completely viable in NV.Also, there is a perk that gives you more crafting recipes for bombs. And you can harvest mines a-plenty and use them for preparing a battlefield. This is why you want Ed-E, so you get his enemy detection. Let you set up some mines to lead enemies into.

    After that, I'd say a shotgun up close would be a stylish way to round things out. A backpack of dynamite and a sawed off seems like a good roleplay build.For skills, I'd make highest priority explosives, bartering, and lockpick (got to get passed doors/safes, for loot. I always have either science or lockpick) and speech (can't always fight). If you are playing Hardcore, maybe do survival if it interests you. Then I'd do a modicum of guns (shotguns and a pistol or rifle to draw enemies into mine fields).

    Sneak may help with placing mines more effectively and with stealing shit to fund your addiction to grenades (and later missiles). Everything else is 'to taste'.Take explosives perks. Companions, go with Ed-E for perception.

    Boone is kind of OP but very useful (plus you don't want a melee companion getting blown up by friendly fire). Cass and her whiskey can keep you boosted and drunk. I think the pair of you might make an impression in the wastes.Frankly, thinking about this, I'm tempted to do it myself now. Seems like a combo fun/challenge build.SPECIAL, six or seven strength with perks will let you use the heaviest weapons effectively (one perk gives you +2 strength effective for weapons, an implant will get you to 9, and whiskey rose or intense training can get you the rest.

    Strength is also needed for Heave Ho or whatever it is called). Per is moot because of Ed-E. Yes, perception affects explosives skill,but that bonus isn't meaningful enough - you would probably benefit over the long haul taking more int and using those extra skill points. Endurance is great because it gives you one implant slot per point and it will make you more durable.

    Plus I think you need it (and barter) for the fast travel while overloaded perk (good for looting but maybe not needed with two companions, your call). Charisma, meh. Intelligence will help with skill points and intelligence checks, both handy.

    Agility, I think of that mainly for action points which I don't see the most useful for explosives. Luck is cool.

    So, I'd prioritize S E I, the others depending on your 'secondary' skill choices.Tl;dr: brainstorming. Sounds like it should be possible and fun.

    Especially if you have all of the DLC for more crafting recipes and perks.

    Contents CharacteristicsThe grenade launcher is a pump-action operated weapon, firing from a tubular magazine.

    New Vegas Grenade Launcher
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